﻿#version 330

uniform mat4 world;
uniform mat4 view;
uniform mat4 projection;
uniform vec4 color;

layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;

out vec4 col;

void main(void)
{
	gl_Position = projection * view * world * vec4(in_position, 1.0);
	col = color;
}